Re: D&D 3.5 Gorebarian Class
Quote:
Originally Posted by
johnroth
Splatter Strike (Ex): At 2nd level the Barbarian gains the ability to splatter his enemies on a critical strike when he becomes enraged. Critical hits deal an extra (Level/3)d6, but is not multiplied by the critical strike bonus. An enemy killed in this fashion is “splattered” coating the Barbarian with gore and blood. A creature killed in this fashion cannot be resurrected. Only living creatures can be splattered.
Ever? Not even if they're using wish or miracle or True Resurrection?
(Level/3)d6 should probably be replaced with entries on the table.
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Spray of Gore (Ex): At third level, when an enemy explodes from a Barbarian’s Splatter Strike, blood and gore rain down on the Barbarian’s enemies. Up to three enemies per splatter are showered in this fashion must make a Will Save (DC 10 + (Barb Level) + (Str Modifier)) or be totally grossed out. Opponents grossed out like this receive -2 to their rolls for the remainder of the encounter as they try to wipe the gore off of themselves.
Base class saving throws should always be based off of half class level, not full. There's already a sickened condition which does exactly what you want, I suggest using that for increased compatibility.
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Shower of Gore (Ex): At sixth level the Barbarian’s Spray of Gore becomes a shower. It can effect up to six enemies in the Barbarian’s immediate area who must make the Will Save (DC 10 + (Barb Level) + (Str Modifier)). Failing the Will Save results in -4 penalties to all rolls for the remainder of the encounter. Creatures that are four levels lower than the Barbarian flee out right at the sight of their comrades being liquefied.
Change to creatures with at least four hit dice less than the barbarian has class levels are frightened.
Again with the saving throw.
Overall, probably a slight downgrade on the core barbarian, splatter strike isn't as good as uncanny dodge. It becomes better at higher levels when the shower of gore penalties become larger, but virtually no one takes the higher levels of barbarian so that doesn't matter all that much.
Re: D&D 3.5 Gorebarian Class
Quote:
Originally Posted by
Saidoro
Ever? Not even if they're using wish or miracle or True Resurrection?
(Level/3)d6 should probably be replaced with entries on the table.
I can update the chart when I get some more time later tonight. And to be honest, I just figured being splattered into goo would make it hard to be resurrected. Maybe I should just add that a creature killed in this way can only be resurrected by True Resurrection or Miracle?
Quote:
Originally Posted by
Saidoro
Base class saving throws should always be based off of half class level, not full. There's already a sickened condition which does exactly what you want, I suggest using that for increased compatibility.
Change to creatures with at least four hit dice less than the barbarian has class levels are
frightened.
Again with the saving throw.
Can do! On both accounts. Didn't know the sickened thing, so I'll use that. Also, with the four hit dice less, I can do that, I just wasn't entirely aware of how that's figured out. Sorry if I sound stupid. :( A link to how hit die compared to characters is calculated would be appreciated, but if I need to try and find it on my own I'll look.
Quote:
Originally Posted by
Saidoro
Overall, probably a slight downgrade on the core barbarian, splatter strike isn't as good as uncanny dodge. It becomes better at higher levels when the shower of gore penalties become larger, but virtually no one takes the higher levels of barbarian so that doesn't matter all that much.
Yeah, I understand, but I'm more going for fun factor than power gaming munchkin factor. I'll live with some things being underwhelming if it means the criticals will explode the faces off of everything later on.
EDIT - Derp, found time to update it now. Hooray!
Re: D&D 3.5 Gorebarian Class
Alright, I made the suggested changes and changed the names so that "Gore" wasn't in all the Class skill names. If this class is underwhelming compared to a regular Barbarian, what can I do to beef it up? Should I beef it up? I feel like it plays like a normal Barbarian in combat, who when criticals deals a nice round of debuffs to help everyone else in the party out.
Re: D&D 3.5 Gorebarian Class
Well, after the intro you wrote you cannot ask if you should beef it up. You need more gore!
The thing is that unless I am misunderstanding all this blood comes from killing a foe with a critical hit. That is not very common. I say have an ability that triggers every time a foe is smashed. This makes it more fun and more to the point you want to achieve.
My suggestion is to add the Xd6 as additional damage on a critical hit (so you also multiply). Then the splatter should happen if you kill a foe, regardless if you hit a critical hit or not. Then change the save to 10 + 1/2 Level + Charisma to lower it a bit. Add +1d6 on DC if you kill with a critical hit. Add +1 for every critical hit you have dealt during the encounter as well. So the DC is lower overall but you use it more often and can pile up if you have a few poor minions to splatter on the big boss.
I would also make the critical hit range increase stack with everything else while using an axe or a hammer. At 15 level if you have keen + improved ctritical you can get a 15-20/x3 critical hit range. Nice, but you are 15 level, you must have some way to deal a lot of damage
Re: D&D 3.5 Gorebarian Class
Quote:
Originally Posted by
Waargh!
Well, after the intro you wrote you cannot ask if you should beef it up. You need more gore!
The thing is that unless I am misunderstanding all this blood comes from killing a foe with a critical hit. That is not very common. I say have an ability that triggers every time a foe is smashed. This makes it more fun and more to the point you want to achieve.
My suggestion is to add the Xd6 as additional damage on a critical hit (so you also multiply). Then the splatter should happen if you kill a foe, regardless if you hit a critical hit or not. Then change the save to 10 + 1/2 Level + Charisma to lower it a bit. Add +1d6 on DC if you kill with a critical hit. Add +1 for every critical hit you have dealt during the encounter as well. So the DC is lower overall but you use it more often and can pile up if you have a few poor minions to splatter on the big boss.
I would also make the critical hit range increase stack with everything else while using an axe or a hammer. At 15 level if you have keen + improved ctritical you can get a 15-20/x3 critical hit range. Nice, but you are 15 level, you must have some way to deal a lot of damage
Okay, so I took some of your advice. I made it so the splatter damage can be multiplied by the critical multiplier. I think one thing I did was making this was try too hard to gimp the class because I didn't want it to be some big cheaty munchkin thing. But this class is supposed to be based around doing big flashy AWESOME criticals.
Also, I added the caveat that the Gorebarian is only proficient with Blunt weapons. I figure a slashing or piercing weapon isn't going to spread the same layer of gore across the battle field that a blunt weapon would when it strikes into the soft, doughy flesh of opponents
Also, to ensure that this class actually makes critcals more often than others, I dropped fast movement and replaced it with Comprehend Weakness. Now, when enraged and wielding a blunt weapon, the Gorebarian will have an increased critical threat range of 2. So you start out being able to land a crit on 18-20. Keen cannot be used on a blunt weapon, but you could still take "Improved Critical". Now by level 15 you should have a threat range of 14-20. I'm not sure I want to make it so the Gore skills can be used more often, because if you use your feats to make sure you have more chances to attack (Say, taking combat reflexes along with the power attack, cleave, and great cleave chain) by the time your 15 you have a 35 percent chance to land a critical hit. Being able to murder multiple enemies per round is going to make that happen more often, and really, gore shouldn't be spraying out in every direction ALL the time. As much as I want that. And eventually the debuffs do get pretty good.
So, cool. I like how this is turning out. Thank you for the help! Any other opinions would be greatly appreciated!!!
Re: D&D 3.5 Gorebarian Class
Actually, if you have Impact on a blunt weapon with a 19-20 crit range, you can increase it to 17-20, and 15-20 while raging. If you want a splattermonkey weapon, use the Greathorn Minotaur Greathammer (MM4, greathorn minotaur entry) for a 19-20 x4 range, and at level 20, 13-20.
That's a 35% chance per HIT to threaten. That's, without any buffs, a technical 140% chance to threaten a critical, which instantly splats an enemy.
I like, but there's a bit much in terms of abuse potential.
Re: D&D 3.5 Gorebarian Class
It's a little disappointing that you can't use the giant axe that barbarians love so much. :smallfrown:
Re: D&D 3.5 Gorebarian Class
Quote:
Originally Posted by
Thump
Actually, if you have Impact on a blunt weapon with a 19-20 crit range, you can increase it to 17-20, and 15-20 while raging. If you want a splattermonkey weapon, use the Greathorn Minotaur Greathammer (MM4, greathorn minotaur entry) for a 19-20 x4 range, and at level 20, 13-20.
That's a 35% chance per HIT to threaten. That's, without any buffs, a technical 140% chance to threaten a critical, which instantly splats an enemy.
I like, but there's a bit much in terms of abuse potential.
Yeah, I agree. I guess at this point I feel pretty satisfied with what I've got here. I'm not going to go hunting for the Minotaur Greathammer, since I had seen that before and it just sounds too power gamy, and this character would need an exotic weapon proficiency to even use it, something I don't have the feat slots to use. And I'm not going to multi-class fighter so I can get it. I wanted something I could stick with that felt more cohesive than the vanilla barbarian, and allowed me to stay viable late game compared to the other characters in our party.
One question though, where do you get the 140% chance to threaten a critical? Is there something about the mechanics I'm not understanding here? If you roll your crit threat range on the dice you re-roll, and if you hit, you land the crit, right?
Quote:
Originally Posted by
Eurus
It's a little disappointing that you can't use the giant axe that barbarians love so much. :smallfrown:
I understand how you feel, but I guess in my mind, it's a bit of a far stretch to say that an axe would splatter an enemy. Perhaps one day I'll try to tackle a "Sunderbarian". For the time being, I'd like to show clubs and maces a little much needed love.
EDIT: Oh, um, that isn't that stupid great hammer. Sheesh, is that really WotC official? Who created that abomination?
Re: D&D 3.5 Gorebarian Class
Adding up the percentages. If you have a 35% chance every time you roll to threaten a critical, you are pretty much guaranteed to threaten at least once, if not there being a chance for there to be a second.
Re: D&D 3.5 Gorebarian Class
Quote:
Originally Posted by
Thump
Adding up the percentages. If you have a 35% chance every time you roll to threaten a critical, you are pretty much guaranteed to threaten at least once, if not there being a chance for there to be a second.
For example:(see next post)
Are you saying this in reference to being level 16 and attacking four times per round? Okay. So what should I do about this? Bring back down the critical modifiers? Is this inappropriate for a character of that level to have power like that?
Re: D&D 3.5 Gorebarian Class
Quote:
Originally Posted by
Thump
Adding up the percentages. If you have a 35% chance every time you roll to threaten a critical, you are pretty much guaranteed to threaten at least once, if not there being a chance for there to be a second.
Not quite how it works. I think it's... like an 82% chance to get at least one crit on four attacks, if my feeble recollection of statistics adds up. The chance to get two crits is... different, I don't remember how to figure the probabilities of multiple independent events when each result's likelihood is unequal like that. I didn't pay enough attention in stats class. >_>